It was when I finally returned to the lab that I spawned at the beginning of the game. You know, the large room in the screenshot with Barney and the scientist.
I could hear some vortigaunts behind the door, so I just tossed some nades to get rid of them before they had a chance to zap me.
Interestingly, I never ran into problem with a shortage of ammo. I heeded the warning to conserve ammo, so I really conserved them. I ended up running around with 250 bullets in my glock and SMG most of the time.
I also sneaked behind the soda machine in the beginning (quickly through the steam to minimize damage) and got a lot of ammo. Maybe that's why I didn't run out of ammo.
For the crates part, I used grenades to kill most of the grunts below. I also used grenades to kill almost all the grunts on the other side of the mounted machine gun bunker.
As for the fallen vent, I realized that I had to crouch-jump into the vent, but it took me six or seven tries to do so. Maybe you can alter the brush a little bit near the vent entrance so players do not become frustrated at trying.
You haven't really lived until you have played this series of maps.
My jaw was open the entire way I played through it, which probably explains the puddle of drool on my desk right now. I skipped lunch playing it, and I don't even feel hungry right now.
I noticed a lot of improvement over the original Valve mapping, and I am just astonished by how much better they are.
However, I did notice that I cannot kill the Garg, which is fine. I just moved on from that point after I shot him with all my RPG and grenades.
I also noticed the houndeye in the hallway leading up to the broken laboratory room. I think the houndeye is probably stuck in the floor brush, and that's why it cannot move. I don't think it's a scripting problem.
I am making a link to this map from my GamingParents site. It's just too beautiful to pass up.
Commented 18 years ago2006-09-17 01:15:53 UTC
in vault item: de_gp2Comment #13006
I'm planning to add a 3D skybox to the next version, and I've already added vertical gameplay by allowing the players to get on top of the letters via ladders.
I also added some divisions using non-breakable glasses so the opponents can occasionally see each other but not having the ability to shoot at each other.
For some reason, I cannot increase the lightmap density of my displacement surface. Whenever I change it, it always returns to the value "17".
Commented 18 years ago2006-09-16 08:39:37 UTC
in vault item: de_gp2Comment #13000
Yeah...I could've, should've, might've done a lot of other things with this map. But anything else just detracts from the message that I'm getting across.
Commented 18 years ago2006-07-24 21:00:21 UTC
in vault item: aim_famas_xComment #12651
Okay, it's full bright.
But I don't really understand the concept of fun yard maps. Can't people have fun in regular, beautiful maps? cs_office is not fun? de_corse is not fun? Can't people get the same training in a regular map?
Commented 18 years ago2006-04-25 22:56:55 UTC
in vault item: JusticeComment #11588
I found out about those too, but it was already months after I initially released the map.
Can you believe it's been almost two years since I made this map? I finished this map even before I finished playing HL2 itself (I got as far as "Route Kanal" when I completed this map).
Commented 18 years ago2006-03-26 13:40:26 UTC
in vault item: de_sustenanceComment #11356
I second Kasperg with the cubemaps. The shiny wooden floor in the dark corridor looks odd.
I also forgot to mention that the framerate is a bit low for this map. Even though it's not a large map, sometimes the framerates dip to the 30's for me (with no one playing). For reference, I am usually in the 100's for the official Turtle Rock maps.
Commented 18 years ago2006-03-26 04:31:07 UTC
in vault item: de_sustenanceComment #11350
Just played it with some bots. Even though it's a small map and it doesn't have any vertical combat in the map, it provides good entertainment. The gameplay is best described as "fast and furious".
I like the underwater bombsite. It makes interesting gameplay. And it's fun to see the blinking red light of the bomb under murky water.
I also enjoyed the unique look of the map. It has a style of its own, instead of just borrowing the theme from the stock maps. There are enough details to make the map good-looking and realistic.
However, I wish the prop_physics were made into prop_physics_multiplayer. The constant bumping of the phys objects is a distraction during a fire-fight.
Commented 18 years ago2006-02-15 19:03:34 UTC
in vault item: JusticeComment #10858
Thanks, Xyos212.
In the first screenshot, the elevated grass brush was intentionally made like that.
But the levitating brush is unintentional. I didn't notice it until you pointed it out to me.
Those mountains in the skybox are made from displacement, but I kept the power to 2 to keep the framerates high. It's a compromise between aesthetics and performance.
This map is out for a while already, so I am not going to recompile it. Otherwise, people will have problem with compatibility issues on pub servers.
I do, however, appreciate you taking the time to take this map for a spin and providing feedback.
If you haven't played the HL2SP version of Justice, definitely try it out.
Commented 18 years ago2006-01-23 03:27:16 UTC
in vault item: Kaufmann HouseComment #10627
I will host this map at CStrike Planet. I don't know whether people there will like it, because it's not a playable map. But I am hoping they will appreciate the mapping.
Commented 18 years ago2006-01-23 02:24:06 UTC
in vault item: de_spiritsComment #10624
Heh. I was the one who helped Xj2 in making this map available for download at www.cstrike-planet.com. He released it at the Steam CS:S forum a few days ago.
Commented 18 years ago2006-01-20 19:52:37 UTC
in vault item: Escape from Black MesaComment #10573
Thanks. I have considered porting this to CS:Source as a cs_ map. But I don't have a lot of free mapping time at the moment.
Remember, this was the first map I have ever released. So I had not figured out all the mapping tricks yet at the time. Notice the bad vertex manipulation?
Commented 18 years ago2005-12-19 18:42:12 UTC
in vault item: JusticeComment #10150
Thanks, Hunter. I always appreciate an honest critique.
It may be a difference of opinions here, but I actually think the layout of the map works better for CS than for HL2 gameplay. It's more suitable for a slower-paced gameplay, which CS excels at.
But I love hearing what others think of my map. Thanks for taking the time and reviewing it.
It was when I finally returned to the lab that I spawned at the beginning of the game. You know, the large room in the screenshot with Barney and the scientist.
I could hear some vortigaunts behind the door, so I just tossed some nades to get rid of them before they had a chance to zap me.
I also sneaked behind the soda machine in the beginning (quickly through the steam to minimize damage) and got a lot of ammo. Maybe that's why I didn't run out of ammo.
For the crates part, I used grenades to kill most of the grunts below. I also used grenades to kill almost all the grunts on the other side of the mounted machine gun bunker.
As for the fallen vent, I realized that I had to crouch-jump into the vent, but it took me six or seven tries to do so. Maybe you can alter the brush a little bit near the vent entrance so players do not become frustrated at trying.
Improve those two aspects, and it'll be a whole lot better.
Experiment with the light setting for color and brightness, and read up some tutorial on texturing alignment and sizing.
Hey, it's a lot better than some maps I've seen. At least it's not full-bright.
I did what Muzzle said above, and there's no problem.
Strange indeed.
My jaw was open the entire way I played through it, which probably explains the puddle of drool on my desk right now. I skipped lunch playing it, and I don't even feel hungry right now.
I noticed a lot of improvement over the original Valve mapping, and I am just astonished by how much better they are.
However, I did notice that I cannot kill the Garg, which is fine. I just moved on from that point after I shot him with all my RPG and grenades.
I also noticed the houndeye in the hallway leading up to the broken laboratory room. I think the houndeye is probably stuck in the floor brush, and that's why it cannot move. I don't think it's a scripting problem.
I am making a link to this map from my GamingParents site. It's just too beautiful to pass up.
I also added some divisions using non-breakable glasses so the opponents can occasionally see each other but not having the ability to shoot at each other.
For some reason, I cannot increase the lightmap density of my displacement surface. Whenever I change it, it always returns to the value "17".
I'll keep you guys posted.
http://z.npire.de/markus/map/homevshome/homevshome.htm
I have lots of fun playing defusion and hostie maps all the time.
But I don't really understand the concept of fun yard maps. Can't people have fun in regular, beautiful maps? cs_office is not fun? de_corse is not fun? Can't people get the same training in a regular map?
I just haven't seen him before.
Welcome.
Descend the stairs leading to the basement. When you're half-way down, turn on your flashlight and look to your right. You'll find a Magnum.
Go to the large generator that is fenced off behind the courtyard. Climb the ladder on the side of the generator, and you'll find a surprise there.
Can you believe it's been almost two years since I made this map? I finished this map even before I finished playing HL2 itself (I got as far as "Route Kanal" when I completed this map).
http://www.cstrike-planet.com/maps/975#comments
I also forgot to mention that the framerate is a bit low for this map. Even though it's not a large map, sometimes the framerates dip to the 30's for me (with no one playing). For reference, I am usually in the 100's for the official Turtle Rock maps.
Perhaps it could be better optimized too?
I like the underwater bombsite. It makes interesting gameplay. And it's fun to see the blinking red light of the bomb under murky water.
I also enjoyed the unique look of the map. It has a style of its own, instead of just borrowing the theme from the stock maps. There are enough details to make the map good-looking and realistic.
However, I wish the prop_physics were made into prop_physics_multiplayer. The constant bumping of the phys objects is a distraction during a fire-fight.
I posted this map at CStrike Planet.
http://www.cstrike-planet.com/maps/975
In the first screenshot, the elevated grass brush was intentionally made like that.
But the levitating brush is unintentional. I didn't notice it until you pointed it out to me.
Those mountains in the skybox are made from displacement, but I kept the power to 2 to keep the framerates high. It's a compromise between aesthetics and performance.
This map is out for a while already, so I am not going to recompile it. Otherwise, people will have problem with compatibility issues on pub servers.
I do, however, appreciate you taking the time to take this map for a spin and providing feedback.
If you haven't played the HL2SP version of Justice, definitely try it out.
http://www.cstrike-planet.com/maps/969
Nice map, by the way. But you already knew that.
Remember, this was the first map I have ever released. So I had not figured out all the mapping tricks yet at the time. Notice the bad vertex manipulation?
I don't think anyone can beat me at this point.
It may be a difference of opinions here, but I actually think the layout of the map works better for CS than for HL2 gameplay. It's more suitable for a slower-paced gameplay, which CS excels at.
But I love hearing what others think of my map. Thanks for taking the time and reviewing it.